Game 2.
April 6, 2012
I wasn’t gonna post this, cos once you let people know what you’re working on they start demanding it, and asking questions, and you get locked in. And it’s a pretty bad marketing strategy to show unfinished games.
But PPPPFFPFPFPFFFFFFFFFFFF! WHO CARES, RIGHT? We’re not owned by anyone, let’s just go nuts. You guys like seeing games get made, right? Here’s our next game:

Any Questions? No? Alright, good.
Where do I start… How about the end of the last game:
- Flash is great for browser games, not so much for downloadable ones! Lets probably not use that again. Let’s use something that supports fullscreen and controller input and all the cool tools from day one.
- I can’t code in C# or C++, and also I can’t code! Let’s avoid glitches and hire someone who’s good at it.
- Let’s have all features and ideas planned out and prototyped before diving into it, so we’ll come out with a solid, coherent, polished videogame at the end.
What’s the big idea? Read the rest of this entry »
Learning How To Stand Out and Be Funny
January 14, 2012
Good news everyone! Last week I stitched Season 1 and 2 together, cleaned em up, fixed everything, made em fullscreen, and applied for sale on Steam!
but this post is about setting up what comes after No Time To Explain. We COULD roll into a new game right now, today, but there’s still some stuff on our To-Do list first.
WHAT WILL OUR NEXT GAME BE? We’ve not got any badass concept art, but here’s how I want to improve on No Time To Explain, and some games that’ve had me dieing to start something new:
Finally submitted to Steam
January 10, 2012
Hi everyone,
Since we released Season 2, Tom has been working nights fully rewriting the game. Like from scratch. That was done to enable full screen and combine Season 1/2 into a single build.
Tonight, we’ve succeeded.
No Time To Explain now runs full screen, with a single file, and with the level editor open to all.
The only downside is that we had to limit this to Windows users for now. For MAC we will try to make a native Mac AppStore build, and use that as a base for Linux. We found that focusing on individual platforms brings greater results than trying to get everything done at once.
That said, the results for Windows are spectacular. We even added a Video Settings feature because on my laptop it ran sometimes slow with gorgeous vector graphics.
Tonight we’ve submitted to Steam and will do everything in our power to get onto it. Tomorrow we will test out the build further and if we don’t find crucial bugs, we’ll send everyone the current build (all site buyers, gamersgate, d2d, kickstarter supporters).
Fingers crossed for Steam!
No Time to Explain Season 2 OUT NOW
December 15, 2011
omg check out this hot scan from the December 1992 issue of Video Electronix Based Gamez and Software Monthly

IT IS HERE!
Launch trailer:
In other news, No Time To Explain Season 2 is out NOW! Everyone who bought No Time To Explain gets it by e-mail. Our Kickstarter supporters got it in our updates log visible to pledgers.
Now everyone who buys No Time To Explain will see Season 2 download links on their thank you pages.
We are going to be looking out for bugs in our bug-forum now, so please make sure to post them there!
No Time To Explain OST Out NOW!
September 5, 2011
We know you’ve been waiting for it! And it’s out!
You can now download the No Time To Explain Soundtrack! After a long debate about the price — not without the help of the community — we decided to sell it for $4,99. We are sharing the revenue on this with our artist, MrFuby, so you are directly supporting him by doing so.
Download No Time To Explain OST NOW!
There are some tracks that weren’t used in No Time To Explain Season 1 and will make it into Season 2.
The total amount of tracks here is 10, so that’s $0,49 per track!
No Time To Explain is out for Mac, Linux, Windows
August 15, 2011
We’ve just launched No Time To Explain for Windows, Mac and Linux!
- Mac / Linux versions come in a single download! Pay once, get all versions!
- Everyone, including Kickstarter pledgers and those who buy the game, will get a Season 2 in December for free
- The game costs $10 and you can pay with any payment method
- Steam and other distributors are in the pipeline, we are submitting to them in a week or so when we know the game isn’t unbeatable on most users
- We like hats
Blockbuster Poster Winners! And leakage.
August 5, 2011
HEY GUYS! Thanks for all the contest entries, it was a great way to pass the time til we announce the release date.
We’re torn between 2 outstanding submissions that came in near the end… So what the hell, they both win!
#1 spot goes to:
And the runner up is:
When we announced the contest, we were just gonna give away the game, but what we’ve got here is so god damn BODACIOUS that we’re sending these guys the game, these posters, the digital poster we put out ages ago, they’re credited in the game, basically everything we can do. Infact we’ll wrap this stuff up and send it out to all these sites as our press kit for reviews n whatnot.
Or if you wanna print these out yourself then HELL, GO FOR IT!
So thanks to Jeff and Jim, and incase you didn’t notice the game comes out in 10 DAYS! No pressure.
Blockbuster POSTER Competition!
July 26, 2011
While we’re crunching the game, the distribution paperwork, user created levels and all that, we thought to do a quick competition for a Blockbuster-style POSTER of No Time To Explain.
We got some great fanart during the announcement trailer hype and it’s only fair to do a competition for the official release poster of the game. We actually wanted to do it ourselves, but I suck at drawing and Tom doesn’t have the time.
So this is your chance to be the official poster artist for No Time To Explain.
Here are some samples of what we’re looking for, nothing specific, just the direction:
What we initially aimed for is to make it totally not-in-the-game-style, but give it a very serious and disturbing tone. Without giving any specifics, shoot!
- Submit your poster to contact@tinybuildgames.com before August 5th
- We will credit you as the poster artist and use the poster to announce a release date alongside a trailer; you will get the game for free as well!
- The game IS coming, it really is!
About mobile and lack of news
July 12, 2011
There comes a time in a (indie) game development’s cycle when you have a shitload of backend stuff to do, along with fixing this, fixing that, changing this, and so on. During this time there is not a lot of stuff to show or tell about. It is that time right now.

Aha! This makes sense!
So if you think we’re not doing anything, you’re wrong! A lot of spectacular things-that-make-no-sense are happening backstage.
About Mobile Game Design
June 25, 2011
In case you didn’t know yet, thanks to our incredibly supportive fans, we’ve now initiated the development of No Time To Explain for mobile phones! Specifically, development for the iOS and Android.
Since we have most of the assets (graphics, sounds, animations, etc) from the desktop version of the game, this project isn’t going to be as huge, but does require a completely different approach to game design.
During my day job at Spil Games, where we publish flash games for casual audiences, each day I get developers asking to publish their flash games with ads of an iOS version in the splash screen. With the iOS version being the same one, just running in the mobile environment. Basically, so you could play the same game both on your computer and phone.
This doesn’t work. Read the rest of this entry »







